//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "build.h" #include "names2.h" #include "panel.h" #include "game.h" #include "tags.h" #include "sprite.h" #include "sector.h" #include "light.h" #include "weapon.h" #include "break.h" BEGIN_SW_NS BREAK_INFOp GlobBreakInfo; static int SectorOfWall(short theline); static void DoWallBreakSpriteMatch(short match); BREAK_INFO WallBreakInfo[] = { { 60, -1, SHRAP_METAL, BF_KILL, 0 }, { 82, -1, SHRAP_METAL, BF_KILL, 0 }, { 1, 3593, SHRAP_METAL, 0, 0 }, //{ 13, -1, SHRAP_PAPER }, //{ 14, -1, SHRAP_PAPER }, //{ 49, -1, SHRAP_PAPER }, //{ 52, -1, SHRAP_PAPER }, //{ 99, -1, SHRAP_PAPER }, //{ 102, -1, SHRAP_PAPER }, //{ 207, -1, SHRAP_PAPER }, { 253, 255, SHRAP_GLASS, 0, 0 }, { 254, 255, SHRAP_GLASS, 0, 0 }, { 282, -1, SHRAP_GLASS, 0, 0 }, { 283, 4974, SHRAP_METAL, 0, 0 }, { 318, 599, SHRAP_GLASS, 0, 0}, { 486, -1, SHRAP_METAL, 0, 0 }, { 487, 3676, SHRAP_METAL, 0, 0 }, { 628, 3585, SHRAP_METAL, 0, 0}, { 630, 3586, SHRAP_METAL, 0, 0}, { 633, 608, SHRAP_GLASS, 0, 0}, { 634, 608, SHRAP_GLASS, 0, 0 }, { 637, 3587, SHRAP_METAL, 0, 0}, { 640, 3588, SHRAP_METAL, 0, 0}, { 641, 3588, SHRAP_METAL, 0, 0}, { 665, 3588, SHRAP_METAL, 0, 0}, { 742, 3589, SHRAP_COIN, 0, 0}, { 743, 3590, SHRAP_COIN, 0, 0}, { 750, 608, SHRAP_GLASS, 0, 0}, { 2667, 608, SHRAP_GLASS, 0, 0}, { 2769, 3681, SHRAP_GLASS, 0, 0}, { 2676, 3591, SHRAP_GLASS, 0, 0}, { 2677, 3592, SHRAP_GLASS, 0, 0}, { 2687, 2727, SHRAP_GLASS, 0, 0}, { 2688, 2728, SHRAP_GLASS, 0, 0}, //{ 2714, 3593, SHRAP_GLASS}, { 2732, 3594, SHRAP_GLASS, 0, 0}, { 2777, 3683, SHRAP_METAL, 0, 0}, { 2778, 2757, SHRAP_GLASS, 0, 0}, { 2801, 3591, SHRAP_GLASS, 0, 0}, { 2804, 3595, SHRAP_GLASS, 0, 0}, { 2807, 3596, SHRAP_GLASS, 0, 0}, { 2810, 4989, SHRAP_METAL, 0, 0}, { 4890, 4910, SHRAP_METAL, 0, 0}, { 4891, 4911, SHRAP_METAL, 0, 0}, { 4892, 4912, SHRAP_METAL, 0, 0}, { 4893, 4913, SHRAP_METAL, 0, 0}, { 4894, 4914, SHRAP_METAL, 0, 0}, { 4895, 4915, SHRAP_METAL, 0, 0}, { 3336, 4940, SHRAP_COIN, 0, 0}, { 3337, 4941, SHRAP_COIN, 0, 0}, { 4885, 4888, SHRAP_METAL, 0, 0}, { 4887, 4889, SHRAP_COIN, 0, 0}, { 3350, 4942, SHRAP_GLASS, 0, 0}, { 3351, 4943, SHRAP_METAL, 0, 0}, { 3352, 4944, SHRAP_METAL, 0, 0}, { 3353, 4945, SHRAP_METAL, 0, 0}, { 4896, 4898, SHRAP_METAL, 0, 0}, { 4897, 4899, SHRAP_METAL, 0, 0}, { 3385, 4981, SHRAP_METALMIX, 0, 0}, { 3389, 4982, SHRAP_METALMIX, 0, 0}, { 3393, 4984, SHRAP_METALMIX, 0, 0}, { 3397, 4983, SHRAP_METALMIX, 0, 0}, { 3401, 4985, SHRAP_METALMIX, 0, 0}, { 3405, 4986, SHRAP_METALMIX, 0, 0}, { 3409, 4988, SHRAP_METALMIX, 0, 0}, { 3413, 4987, SHRAP_METALMIX, 0, 0}, { 253, 255, SHRAP_METALMIX, 0, 0}, { 283, 4974, SHRAP_METALMIX, 0, 0}, { 299, 4975, SHRAP_METALMIX, 0, 0}, {5078, 5079, SHRAP_METALMIX, 0, 0}, {5080, 5092, SHRAP_MARBELS, 0, 0}, {5083, 5093, SHRAP_MARBELS, 0, 0}, {5086, 5094, SHRAP_MARBELS, 0, 0}, {5089, 5095, SHRAP_MARBELS, 0, 0}, {4970, 4973, SHRAP_METAL, 0, 0}, {297, 4980, SHRAP_METAL, 0, 0}, {1, 4976, SHRAP_METAL, 0, 0}, {4917, 4918, SHRAP_METAL, 0, 0}, {4902, 4903, SHRAP_METAL, 0, 0}, }; BREAK_INFO SpriteBreakInfo[] = { { 60, -1, SHRAP_METAL, BF_KILL, 0}, { 82, -1, SHRAP_METAL, BF_KILL, 0}, { 138, -1, SHRAP_GENERIC, BF_KILL, 0}, { 253, 255, SHRAP_GLASS, 0, 0}, { 254, 255, SHRAP_GLASS, 0, 0}, { 270, -1, SHRAP_PAPER, BF_BURN, 0}, { 271, -1, SHRAP_PAPER, BF_BURN, 0}, { 272, -1, SHRAP_WOOD, 0, 0}, { 274, -1, SHRAP_PAPER, BF_BURN, 0}, //{ 276, -1, SHRAP_WOOD }, //{ 277, -1, SHRAP_WOOD }, //{ 278, -1, SHRAP_WOOD }, { 282, -1, SHRAP_GLASS, 0, 0}, { 283, -1, SHRAP_METAL, 0, 0}, { 297, -1, SHRAP_METAL, 0, 0}, { 299, -1, SHRAP_METAL, 0, 0}, { 363, -1, SHRAP_METAL, BF_KILL, 0}, { 365, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0}, { 366, -1, SHRAP_METAL, BF_KILL,5}, { 367, -1, SHRAP_WOOD, BF_KILL, 0}, { 368, -1, SHRAP_GIBS, BF_KILL, 0}, { 369, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 371, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 372, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 374, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0}, { 375, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0}, { 376, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 377, -1, SHRAP_STONE, BF_KILL, 0}, { 379, -1, SHRAP_WOOD, BF_KILL, 0}, { 380, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0}, { 385, -1, SHRAP_BLOOD, BF_KILL, 0}, { 386, -1, SHRAP_GIBS, BF_KILL, 0}, { 387, -1, SHRAP_GIBS, BF_KILL, 0}, { 388, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, { 391, -1, SHRAP_GIBS, BF_KILL, 0}, { 392, -1, SHRAP_GIBS, BF_KILL, 0}, { 393, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 394, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, { 395, -1, SHRAP_GIBS, BF_KILL, 0}, { 396, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0}, { 397, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0}, { 398, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0}, { 399, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0}, { 400, -1, SHRAP_GENERIC, BF_KILL, 0}, { 401, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 402, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 407, -1, SHRAP_METAL, BF_KILL, 0}, { 408, -1, SHRAP_PAPER, BF_BURN, 0}, { 409, -1, SHRAP_PAPER, BF_BURN, 0}, { 415, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL,5}, { 418, -1, SHRAP_GENERIC, BF_KILL|BF_FIRE_FALL,5}, { 422, -1, SHRAP_METAL, BF_KILL, 0}, { 423, -1, SHRAP_BLOOD, BF_KILL, 0}, { 424, -1, SHRAP_BLOOD, BF_KILL, 0}, { 425, -1, SHRAP_BLOOD, BF_KILL, 0}, { 428, -1, SHRAP_METAL, BF_BURN, 0}, { 430, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0}, { 431, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0}, { 432, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0}, { 433, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0}, { 434, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0}, { 435, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0}, { 436, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0}, { 437, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0}, { 438, -1, SHRAP_GIBS, BF_KILL, 0}, { 441, -1, SHRAP_WOOD, BF_KILL, 0}, { 442, -1, SHRAP_STONE, BF_KILL, 0}, { 443, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0}, { 453, -1, SHRAP_WOOD, BF_KILL, 0}, { 458, -1, SHRAP_STONE, BF_KILL, 0}, { 459, -1, SHRAP_STONE, BF_KILL, 0}, { 460, -1, SHRAP_METAL, BF_KILL, 0}, { 461, -1, SHRAP_METAL, BF_KILL, 0}, { 462, -1, SHRAP_METAL, BF_KILL, 0}, { 463, -1, SHRAP_STONE, BF_KILL, 0}, { 467, -1, SHRAP_STONE, BF_KILL, 0}, { 468, -1, SHRAP_WOOD, BF_KILL, 0}, { 475, -1, SHRAP_GLASS, BF_KILL, 0}, { 481, -1, SHRAP_GENERIC, BF_KILL, 0}, { 482, -1, SHRAP_WOOD, BF_KILL, 0}, { 483, -1, SHRAP_WOOD, BF_KILL|BF_TOUGH, 0}, { 491, -1, SHRAP_WOOD, BF_KILL, 0}, { 492, -1, SHRAP_METAL, BF_KILL, 0}, { 493, -1, SHRAP_METAL, BF_KILL, 0}, { 498, -1, SHRAP_GENERIC, BF_KILL, 0}, { 500, -1, SHRAP_METAL, BF_KILL, 0}, { 501, -1, SHRAP_METAL, BF_KILL, 0}, { 504, -1, SHRAP_METAL, BF_KILL,5}, { 505, -1, SHRAP_BLOOD, BF_KILL,5}, { 506, -1, SHRAP_GENERIC, BF_KILL,5}, { 507, -1, SHRAP_GLASS, BF_KILL, 0}, { 508, -1, SHRAP_GLASS, BF_KILL, 0}, { 509, -1, SHRAP_GLASS, BF_KILL, 0}, { 510, -1, SHRAP_GLASS, BF_KILL, 0}, { 511, -1, SHRAP_METAL, BF_KILL, 0}, { 512, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL,5}, { 516, -1, SHRAP_WOOD, BF_BURN, 0}, { 517, -1, SHRAP_WOOD, BF_BURN, 0}, { 518, -1, SHRAP_WOOD, BF_BURN, 0}, { 519, -1, SHRAP_WOOD, BF_FIRE_FALL|BF_KILL,5}, { 520, -1, SHRAP_WOOD, BF_KILL, 0}, { 521, -1, SHRAP_WOOD, BF_KILL|BF_FIRE_FALL, 0}, { 537, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0}, { 541, -1, SHRAP_WOOD, BF_KILL|BF_FIRE_FALL, 0}, { 586, -1, SHRAP_METAL, BF_KILL, 0}, { 590, -1, SHRAP_METAL, BF_KILL, 0}, { 591, -1, SHRAP_METAL, BF_KILL, 0}, { 593, 608, SHRAP_GLASS,BF_TOUGH, 0}, { 604, -1, SHRAP_METAL, BF_KILL, 0}, { 613, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0}, { 614, -1, SHRAP_METAL, BF_KILL, 0}, { 615, -1, SHRAP_METAL, BF_KILL, 0}, { 618, -1, SHRAP_GLASS, BF_KILL, 0}, { 646, -1, SHRAP_METAL, BF_KILL, 0}, { 647, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0}, { 648, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0}, { 649, -1, SHRAP_METAL, BF_KILL, 0}, { 656, -1, SHRAP_METAL, BF_KILL, 0}, { 657, -1, SHRAP_METAL, BF_KILL, 0}, { 658, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0}, { 659, -1, SHRAP_METAL, BF_KILL,5}, //{ 660, -1, SHRAP_STONE, BF_TOUGH|BF_KILL}, //{ 661, -1, SHRAP_STONE, BF_TOUGH|BF_KILL}, //{ 662, -1, SHRAP_STONE, BF_TOUGH|BF_KILL}, { 663, -1, SHRAP_METAL, BF_KILL,10}, { 664, -1, SHRAP_METAL, BF_KILL,5}, { 666, -1, SHRAP_PLANT, BF_KILL, 0}, { 670, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0}, { 671, -1, SHRAP_GLASS, BF_KILL|BF_FIRE_FALL, 0}, { 673, -1, SHRAP_BLOOD, BF_KILL, 0}, { 674, -1, SHRAP_GIBS, BF_KILL, 0}, { 675, -1, SHRAP_GIBS, BF_KILL, 0}, { 676, -1, SHRAP_GIBS, BF_KILL, 0}, { 678, -1, SHRAP_GLASS, BF_KILL,5}, { 679, -1, SHRAP_GLASS, BF_KILL,5}, { 683, -1, SHRAP_GLASS, BF_KILL,5}, { 684, -1, SHRAP_GLASS, BF_KILL,5}, { 685, -1, SHRAP_GLASS, BF_KILL,5}, { 686, -1, SHRAP_PAPER, BF_KILL,5}, { 687, -1, SHRAP_STONE, BF_KILL|BF_TOUGH, 0}, { 688, -1, SHRAP_STONE, BF_KILL|BF_TOUGH, 0}, { 690, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 692, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 695, -1, SHRAP_STONE, BF_KILL, 0}, { 696, -1, SHRAP_STONE, BF_KILL, 0}, { 697, -1, SHRAP_STONE, BF_KILL, 0}, { 698, -1, SHRAP_STONE, BF_KILL, 0}, { 699, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0}, { 702, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0}, { 703, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0}, { 704, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0}, { 706, -1, SHRAP_PLANT, BF_KILL, 0}, { 707, -1, SHRAP_PLANT, BF_KILL, 0}, { 710, -1, SHRAP_PLANT, BF_KILL, 0}, { 711, -1, SHRAP_PLANT, BF_KILL, 0}, { 714, -1, SHRAP_STONE, BF_KILL,5}, { 721, -1, SHRAP_GIBS, BF_KILL, 0}, { 722, -1, SHRAP_GIBS, BF_KILL, 0}, { 723, -1, SHRAP_GIBS, BF_KILL, 0}, { 724, -1, SHRAP_GIBS, BF_KILL, 0}, { 725, -1, SHRAP_PLANT, BF_KILL, 0}, { 730, -1, SHRAP_GENERIC, BF_KILL, 0}, { 744, -1, SHRAP_GLASS, BF_KILL,5}, { 2563, -1, SHRAP_PAPER, BF_BURN, 0}, { 2564, -1, SHRAP_PAPER, BF_BURN, 0}, { 3570, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN, 0}, { 3571, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 3572, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 3573, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 3574, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 3575, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 3576, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 3577, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0}, { 3578, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0}, { 3579, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0}, { 3580, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0}, { 3581, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN, 0}, { 3582, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN, 0}, { 2640, -1, SHRAP_STONE, BF_KILL,5}, { 2641, -1, SHRAP_STONE, BF_KILL, 0}, { 2642, -1, SHRAP_STONE, BF_KILL, 0}, { 2680, -1, SHRAP_GENERIC, BF_KILL, 0}, { 2681, -1, SHRAP_GENERIC, BF_KILL, 0}, { 2682, -1, SHRAP_GENERIC, BF_KILL, 0}, { 2683, -1, SHRAP_GENERIC, BF_KILL, 0}, { 2684, -1, SHRAP_GENERIC, BF_KILL, 0}, { 2685, -1, SHRAP_GENERIC, BF_KILL, 0}, { 2687, 2727, SHRAP_GLASS, 0, 0}, { 2688, 2728, SHRAP_GLASS, 0, 0}, { 2699, -1, SHRAP_WOOD, BF_KILL, 0}, { 2709, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0}, { 2720, -1, SHRAP_GIBS, BF_KILL, 0}, { 2721, -1, SHRAP_GIBS, BF_KILL, 0}, { 2722, -1, SHRAP_GIBS, BF_KILL, 0}, { 2723, -1, SHRAP_GIBS, BF_KILL, 0}, { 2724, -1, SHRAP_GIBS, BF_KILL, 0}, { 2725, -1, SHRAP_BLOOD, BF_KILL, 0}, { 2726, -1, SHRAP_BLOOD, BF_KILL, 0}, { 2719, -1, SHRAP_GLASS, BF_KILL, 0}, { 2750, -1, SHRAP_WOOD, BF_KILL, 0}, { 2676, 3591, SHRAP_GLASS, 0, 0}, { 2769, 3681, SHRAP_GLASS, 0, 0}, { 2777, 3683, SHRAP_METAL, BF_TOUGH, 0}, { 2778, 2757, SHRAP_GLASS, 0, 0}, { 3448, 3451, SHRAP_METAL, BF_TOUGH|BF_KILL, 0}, { 3449, -1, SHRAP_PAPER, BF_KILL, 0}, { 3497, -1, SHRAP_GENERIC, BF_KILL|BF_TOUGH, 0}, { 3551, -1, SHRAP_METAL, BF_KILL, 0}, { 3552, -1, SHRAP_METAL, BF_KILL, 0}, { 3553, -1, SHRAP_METAL, BF_KILL, 0}, { 3554, -1, SHRAP_METAL, BF_KILL, 0}, { 3555, -1, SHRAP_METAL, BF_KILL, 0}, { 3556, -1, SHRAP_METAL, BF_KILL, 0}, { 3557, -1, SHRAP_METAL, BF_KILL, 0}, { 3558, -1, SHRAP_WOOD, BF_KILL, 0}, { 3568, -1, SHRAP_WOOD, BF_BURN, 0}, { 4994, -1, SHRAP_METAL, BF_KILL, 0}, { 4995, -1, SHRAP_METAL, BF_KILL, 0}, { 5010, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0}, { 5017, -1, SHRAP_PAPER, BF_KILL, 0}, { 5018, -1, SHRAP_PAPER, BF_KILL, 0}, { 5019, -1, SHRAP_PAPER, BF_KILL, 0}, { 5060, -1, SHRAP_METAL, BF_KILL, 0}, { 5061, -1, SHRAP_METAL, BF_KILL, 0}, { 5073, -1, SHRAP_GIBS, BF_KILL, 0}, // Evil ninja Hari-Kari - can gib { 4218, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, // old ninja dead frames { 1133, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, { 1134, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, // dead actors { 811, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, { 1440, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, { 1512, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, { 1643, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, { 1680, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, { 4219+7, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, { 4236, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, // Evil Ninja cut in half { 4421, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, // Dead Big Ripper { 4312, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, // Dead Coolie Ghost { 766, -1, SHRAP_COIN,BF_KILL, 0}, { 767, -1, SHRAP_COIN,BF_KILL, 0}, { 2700, -1, SHRAP_PAPER,BF_KILL, 0}, { 2701, -1, SHRAP_PAPER,BF_KILL, 0}, { 2702, -1, SHRAP_PAPER,BF_KILL, 0}, { 2703, -1, SHRAP_PAPER,BF_KILL, 0}, { 2704, -1, SHRAP_PAPER,BF_KILL, 0}, { 2705, -1, SHRAP_PAPER,BF_KILL, 0}, { 2218, -1, SHRAP_METAL,BF_KILL, 0}, // Caltrops are breakable { 689, -1, SHRAP_METAL,BF_TOUGH|BF_KILL, 0}, //{ 2540, -1, SHRAP_METAL,BF_TOUGH|BF_KILL}, { 3354, -1, SHRAP_METAL,BF_KILL, 0}, { 3357, -1, SHRAP_PAPER,BF_KILL, 0}, { 4886, -1, SHRAP_GLASS,BF_KILL, 0}, { 646, 708, SHRAP_METAL,BF_TOUGH|BF_KILL, 0}, { 708, -1, SHRAP_METAL,BF_TOUGH|BF_KILL, 0}, { 656, -1, SHRAP_METAL,BF_KILL, 0}, { 663, -1, SHRAP_METAL,BF_KILL, 0}, { 664, -1, SHRAP_METAL,BF_KILL, 0}, { 691, -1, SHRAP_METAL,BF_KILL, 0}, { 5021,-1, SHRAP_GIBS, BF_KILL, 0}, { 712, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0}, { 713, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0}, { 693, -1, SHRAP_WOODMIX, BF_KILL|BF_TOUGH, 0}, { 5041,-1, SHRAP_GIBS, BF_KILL, 0}, { 5042,5077,SHRAP_GIBS, BF_TOUGH|BF_KILL, 0}, { 5077,-1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0}, { 3356,3358,SHRAP_WOOD, BF_TOUGH|BF_KILL, 0}, { 3358,-1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0}, { 900, -1, SHRAP_GIBS, BF_KILL, 0}, { 901, -1, SHRAP_GIBS, BF_KILL, 0}, { 902, -1, SHRAP_GIBS, BF_KILL, 0}, { 915, -1, SHRAP_GIBS, BF_KILL, 0}, { 916, -1, SHRAP_GIBS, BF_KILL, 0}, { 917, -1, SHRAP_GIBS, BF_KILL, 0}, { 930, -1, SHRAP_GIBS, BF_KILL, 0}, { 931, -1, SHRAP_GIBS, BF_KILL, 0}, { 932, -1, SHRAP_GIBS, BF_KILL, 0}, { 1670,-1, SHRAP_GIBS, BF_KILL, 0}, { 2219,-1, SHRAP_METAL,BF_KILL|BF_TOUGH, 0}, { 4768,-1, SHRAP_GLASS,BF_KILL, 0}, { 4792,-1, SHRAP_GLASS,BF_KILL, 0}, { 4816,-1, SHRAP_GLASS,BF_KILL, 0}, { 4840,-1, SHRAP_GLASS,BF_KILL, 0}, { 4584,-1, SHRAP_GIBS, BF_KILL, 0}, { 5062,-1, SHRAP_WOOD, BF_KILL|BF_TOUGH, 0}, { 5063,4947,SHRAP_PAPERMIX, BF_KILL|BF_TOUGH|BF_LEAVE_BREAK, 0}, { 4947,-1, SHRAP_PAPERMIX, BF_KILL|BF_TOUGH, 0}, { 1160,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, { 5104,-1, SHRAP_GIBS, BF_KILL, 0}, { 3795,-1, SHRAP_GIBS, BF_KILL, 0}, { 470,-1, SHRAP_GIBS, BF_KILL, 0}, { 5205,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, //{ 969,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH}, //{ 1277,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH}, }; ////////////////////////////////////////////// // SORT & SEARCH SUPPORT ////////////////////////////////////////////// static int CompareBreakInfo(void const * a, void const * b) { auto break_info1 = (BREAK_INFO const *)a; auto break_info2 = (BREAK_INFO const *)b; // will return a number less than 0 if break_info1 < break_info2 return break_info1->picnum - break_info2->picnum; } int CompareSearchBreakInfo(short *picnum, BREAK_INFOp break_info) { // will return a number less than 0 if picnum < break_info->picnum return(*picnum - break_info->picnum); } BREAK_INFOp FindWallBreakInfo(short picnum) { return(BREAK_INFOp)(bsearch(&picnum, &WallBreakInfo, SIZ(WallBreakInfo), sizeof(BREAK_INFO), (int(*)(const void*,const void*))CompareSearchBreakInfo)); } BREAK_INFOp FindSpriteBreakInfo(short picnum) { return(BREAK_INFOp)(bsearch(&picnum, &SpriteBreakInfo, SIZ(SpriteBreakInfo), sizeof(BREAK_INFO), (int(*)(const void*,const void*))CompareSearchBreakInfo)); } ////////////////////////////////////////////// // SETUP ////////////////////////////////////////////// void SortBreakInfo(void) { qsort(&SpriteBreakInfo, SIZ(SpriteBreakInfo), sizeof(BREAK_INFO), CompareBreakInfo); qsort(&WallBreakInfo, SIZ(WallBreakInfo), sizeof(BREAK_INFO), CompareBreakInfo); } BREAK_INFOp SetupWallForBreak(WALLp wallp) { BREAK_INFOp break_info; break_info = FindWallBreakInfo(wallp->picnum); if (break_info) { wallp->lotag = TAG_WALL_BREAK; SET(wallp->extra, WALLFX_DONT_STICK); // set for cacheing if (break_info->breaknum >= 0) SET_GOTPIC(break_info->breaknum); } if (wallp->overpicnum > 0 && TEST(wallp->cstat, CSTAT_WALL_MASKED)) { break_info = FindWallBreakInfo(wallp->overpicnum); if (break_info) { wallp->lotag = TAG_WALL_BREAK; SET(wallp->extra, WALLFX_DONT_STICK); } } return break_info; } BREAK_INFOp SetupSpriteForBreak(SPRITEp sp) { short picnum = sp->picnum; BREAK_INFOp break_info; // ignore as a breakable if true if (sp->lotag == TAG_SPRITE_HIT_MATCH) return NULL; break_info = FindSpriteBreakInfo(picnum); if (break_info) { // use certain sprites own blocking for determination if (TEST(break_info->flags, BF_OVERRIDE_BLOCK)) { // if not blocking then skip this code if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK)) { return (BREAK_INFOp)(-1); } } if (TEST(break_info->flags, BF_BURN)) SET(sp->extra, SPRX_BURNABLE); else SET(sp->extra, SPRX_BREAKABLE); sp->clipdist = SPRITEp_SIZE_X(sp); SET(sp->cstat, CSTAT_SPRITE_BREAKABLE); // set for cacheing if (break_info->breaknum >= 0) SET_GOTPIC(break_info->breaknum); } return break_info; } ////////////////////////////////////////////// // ACTIVATE ////////////////////////////////////////////// short FindBreakSpriteMatch(short match) { short i,nexti; TRAVERSE_SPRITE_STAT(headspritestat[STAT_BREAKABLE], i, nexti) { if (SPRITE_TAG2(i) == match && sprite[i].picnum == ST1) { return i; } } return -1; } // // WALL // int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, short ang, short type) { BREAK_INFOp break_info; short BreakSprite; WALLp nwp; SPRITEp bsp; wallp->lotag = 0; if (wallp->nextwall >= 0) { nwp = &wall[wallp->nextwall]; // get rid of both sides // only break ONE of the walls if (nwp->lotag == TAG_WALL_BREAK && nwp->overpicnum > 0 && TEST(nwp->cstat, CSTAT_WALL_MASKED)) { nwp->lotag = 0; } } if (wallp->overpicnum > 0 && TEST(wallp->cstat, CSTAT_WALL_MASKED)) break_info = FindWallBreakInfo(wallp->overpicnum); else break_info = FindWallBreakInfo(wallp->picnum); if (!break_info) { return FALSE; } // Check to see if it should break with current weapon type if (!CheckBreakToughness(break_info, type)) return FALSE; if (hit_x != INT32_MAX) { vec3_t hit_pos = { hit_x, hit_y, hit_z }; // need correct location for spawning shrap BreakSprite = COVERinsertsprite(0, STAT_DEFAULT); ASSERT(BreakSprite >= 0); bsp = &sprite[BreakSprite]; bsp->cstat = 0; bsp->extra = 0; bsp->ang = ang; bsp->picnum = ST1; bsp->xrepeat = bsp->yrepeat = 64; setspritez(BreakSprite, &hit_pos); // pass Break Info Globally GlobBreakInfo = break_info; SpawnShrap(BreakSprite, -1); GlobBreakInfo = NULL; KillSprite(BreakSprite); } // change the wall if (wallp->overpicnum > 0 && TEST(wallp->cstat, CSTAT_WALL_MASKED)) { if (break_info->breaknum == -1) { RESET(wallp->cstat, CSTAT_WALL_MASKED|CSTAT_WALL_1WAY|CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK); wallp->overpicnum = 0; if (wallp->nextwall >= 0) { nwp = &wall[wallp->nextwall]; RESET(nwp->cstat, CSTAT_WALL_MASKED|CSTAT_WALL_1WAY|CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK); nwp->overpicnum = 0; } } else { RESET(wallp->cstat, CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK); wallp->overpicnum = break_info->breaknum; if (wallp->nextwall >= 0) { nwp = &wall[wallp->nextwall]; RESET(nwp->cstat, CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK); nwp->overpicnum = break_info->breaknum; } } } else { if (break_info->breaknum == -1) wallp->picnum = 594; // temporary break pic else { wallp->picnum = break_info->breaknum; if ((int16_t)wallp->hitag < 0) DoWallBreakSpriteMatch(wallp->hitag); } } return TRUE; } SWBOOL UserBreakWall(WALLp wp, short) { short SpriteNum; SPRITEp sp; short match = wp->hitag; int block_flags = CSTAT_WALL_BLOCK|CSTAT_WALL_BLOCK_HITSCAN; int type_flags = CSTAT_WALL_TRANSLUCENT|CSTAT_WALL_MASKED|CSTAT_WALL_1WAY; int flags = block_flags|type_flags; short ret = FALSE; SpriteNum = FindBreakSpriteMatch(match); if (SpriteNum < 0) { // do it the old way and get rid of wall - assumed to be masked DoSpawnSpotsForKill(match); RESET(wp->cstat, flags); if (wp->nextwall >= 0) RESET(wall[wp->nextwall].cstat, flags); // clear tags wp->hitag = wp->lotag = 0; if (wp->nextwall >= 0) wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0; return TRUE; } sp = &sprite[SpriteNum]; if (wp->picnum == SP_TAG5(sp)) return TRUE; // make it BROKEN if (SP_TAG7(sp) <= 1) { DoSpawnSpotsForKill(match); DoLightingMatch(match, -1); if (SP_TAG8(sp) == 0) { wp->picnum = SP_TAG5(sp); // clear tags wp->hitag = wp->lotag = 0; if (wp->nextwall >= 0) wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0; ret = FALSE; } else if (SP_TAG8(sp) == 1) { // clear flags RESET(wp->cstat, flags); if (wp->nextwall >= 0) RESET(wall[wp->nextwall].cstat, flags); // clear tags wp->hitag = wp->lotag = 0; if (wp->nextwall >= 0) wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0; ret = TRUE; } else if (SP_TAG8(sp) == 2) { // set to broken pic wp->picnum = SP_TAG5(sp); // clear flags RESET(wp->cstat, block_flags); if (wp->nextwall >= 0) RESET(wall[wp->nextwall].cstat, block_flags); // clear tags wp->hitag = wp->lotag = 0; if (wp->nextwall >= 0) wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0; ret = FALSE; } return ret; } else { // increment picnum wp->picnum++; DoSpawnSpotsForDamage(match); } return FALSE; } int WallBreakPosition(short hit_wall, short *sectnum, int *x, int *y, int *z, short *ang) { short w,nw; WALLp wp; int nx,ny; short wall_ang; w = hit_wall; wp = &wall[w]; nw = wall[w].point2; wall_ang = NORM_ANGLE(getangle(wall[nw].x - wall[w].x, wall[nw].y - wall[w].y)+512); *sectnum = SectorOfWall(w); ASSERT(*sectnum >= 0); // midpoint of wall *x = DIV2(wall[w].x + wall[w].x); *y = DIV2(wall[w].y + wall[w].y); //getzsofsector(*sectnum, *x, *y, cz, fz); if (wp->nextwall < 0) { // white wall *z = DIV2(sector[*sectnum].floorz + sector[*sectnum].ceilingz); } else { short next_sectnum = wp->nextsector; // red wall ASSERT(wp->nextsector >= 0); // floor and ceiling meet if (sector[next_sectnum].floorz == sector[next_sectnum].ceilingz) *z = DIV2(sector[*sectnum].floorz + sector[*sectnum].ceilingz); else // floor is above other sector if (sector[next_sectnum].floorz < sector[*sectnum].floorz) *z = DIV2(sector[next_sectnum].floorz + sector[*sectnum].floorz); else // ceiling is below other sector if (sector[next_sectnum].ceilingz > sector[*sectnum].ceilingz) *z = DIV2(sector[next_sectnum].ceilingz + sector[*sectnum].ceilingz); } *ang = wall_ang; nx = MOVEx(128, wall_ang); ny = MOVEy(128, wall_ang); *x += nx; *y += ny; updatesectorz(*x,*y,*z,sectnum); if (*sectnum < 0) { *x = INT32_MAX; // don't spawn shrap, just change wall return FALSE; } return TRUE; } // If the tough parameter is not set, then it can't break tough walls and sprites SWBOOL HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short type) { short match = wp->hitag; if (match > 0) { UserBreakWall(wp, ang); return TRUE; } //if (hit_x == INT32_MAX) { short sectnum; WallBreakPosition(wp - wall, §num, &hit_x, &hit_y, &hit_z, &ang); } AutoBreakWall(wp, hit_x, hit_y, hit_z, ang, type); return TRUE; } // // SPRITE // int KillBreakSprite(short BreakSprite) { SPRITEp bp = &sprite[BreakSprite]; USERp bu = User[BreakSprite]; // Does not actually kill the sprite so it will be valid for the rest // of the loop traversal. // IMPORTANT: Do not change the statnum if possible so that NEXTI in // SpriteControl loop traversals will maintain integrity. SpriteQueueDelete(BreakSprite); if (bu) { if (bp->statnum == STAT_DEFAULT) // special case allow kill of sprites on STAT_DEFAULT list // a few things have users and are not StateControlled KillSprite(BreakSprite); else SetSuicide(BreakSprite); } else { change_sprite_stat(BreakSprite, STAT_SUICIDE); } return 0; } int UserBreakSprite(short BreakSprite) { SPRITEp sp; SPRITEp bp = &sprite[BreakSprite]; short match = bp->lotag; short match_extra; short SpriteNum; SpriteNum = FindBreakSpriteMatch(match); if (SpriteNum < 0) { // even if you didn't find a matching ST1 go ahead and kill it and match everything // its better than forcing everyone to have a ST1 DoMatchEverything(NULL, match, -1); // Kill sound if one is attached DeleteNoSoundOwner(BreakSprite); //change_sprite_stat(BreakSprite, STAT_SUICIDE); KillBreakSprite(BreakSprite); return TRUE; } sp = &sprite[SpriteNum]; match_extra = SP_TAG6(bp); if (bp->picnum == SP_TAG5(sp)) return TRUE; // make it BROKEN if (SP_TAG7(sp) <= 1) { DoMatchEverything(NULL, match_extra, -1); //DoSpawnSpotsForKill(match_extra); DoLightingMatch(match_extra, OFF); if (SP_TAG8(sp) == 0) { bp->picnum = SP_TAG5(sp); RESET(bp->extra, SPRX_BREAKABLE); } else // kill sprite if (SP_TAG8(sp) == 1) { // Kill sound if one is attached DeleteNoSoundOwner(BreakSprite); KillBreakSprite(BreakSprite); //KillSprite(BreakSprite); //change_sprite_stat(BreakSprite, STAT_SUICIDE); return TRUE; } else if (SP_TAG8(sp) == 2) // leave it { // set to broken pic bp->picnum = SP_TAG5(sp); // reset if (SP_TAG8(sp) == 2) { RESET(bp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); } RESET(bp->extra, SPRX_BREAKABLE); } } else { // increment picnum bp->picnum++; DoSpawnSpotsForDamage(match_extra); } return FALSE; } int AutoBreakSprite(short BreakSprite, short type) { SPRITEp bp = &sprite[BreakSprite]; BREAK_INFOp break_info; extern void DoWallBreakMatch(short match); break_info = FindSpriteBreakInfo(bp->picnum); if ((int16_t)bp->hitag < 0) DoWallBreakMatch(bp->hitag); if (!break_info) { //DSPRINTF(ds,"Break Info not found - sprite %d", bp - sprite); MONO_PRINT(ds); return FALSE; } // Check to see if it should break with current weapon type if (!CheckBreakToughness(break_info, type)) { if (break_info->breaknum != -1) { if (!TEST(break_info->flags, BF_LEAVE_BREAK)) { RESET(bp->extra, SPRX_BREAKABLE); RESET(bp->cstat, CSTAT_SPRITE_BREAKABLE); } bp->picnum = break_info->breaknum; // pass Break Info Globally GlobBreakInfo = break_info; SpawnShrap(BreakSprite, -1); GlobBreakInfo = NULL; if (bp->picnum == 3683) RESET(bp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); } return FALSE; } RESET(bp->extra, SPRX_BREAKABLE); RESET(bp->cstat, CSTAT_SPRITE_BREAKABLE); // pass Break Info Globally GlobBreakInfo = break_info; SpawnShrap(BreakSprite, -1); GlobBreakInfo = NULL; // kill it or change the pic if (TEST(break_info->flags, BF_KILL) || break_info->breaknum == -1) { if (TEST(break_info->flags, BF_FIRE_FALL)) SpawnBreakFlames(BreakSprite); RESET(bp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); SET(bp->cstat, CSTAT_SPRITE_INVISIBLE); // Kill sound if one is attached DeleteNoSoundOwner(BreakSprite); KillBreakSprite(BreakSprite); //change_sprite_stat(BreakSprite, STAT_SUICIDE); //KillSprite(BreakSprite); return TRUE; } else { bp->picnum = break_info->breaknum; if (bp->picnum == 3683) RESET(bp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); } return FALSE; } SWBOOL NullActor(USERp u) { // a Null Actor is defined as an actor that has no real controlling programming attached // check to see if attached to SO if (TEST(u->Flags, SPR_SO_ATTACHED)) return TRUE; // does not have a STATE or FUNC to control it if (!u->State) return TRUE; // does not have a STATE or FUNC to control it if (!u->ActorActionFunc) return TRUE; return FALSE; } int HitBreakSprite(short BreakSprite, short type) { SPRITEp bp = &sprite[BreakSprite]; USERp bu = User[BreakSprite]; //SPRITEp sp; // ignore as a breakable if true //if (sp->lotag == TAG_SPRITE_HIT_MATCH) // return(FALSE); if (TEST_BOOL1(bp)) { if (TEST_BOOL2(bp)) return FALSE; return UserBreakSprite(BreakSprite); } if (bu && !NullActor(bu)) { // programmed animating type - without BOOL1 set if (bp->lotag) DoLightingMatch(bp->lotag, -1); SpawnShrap(BreakSprite, -1); RESET(bp->extra, SPRX_BREAKABLE); return FALSE; } return AutoBreakSprite(BreakSprite,type); } static int SectorOfWall(short theline) { short i, startwall, endwall, sectnum; sectnum = -1; for (i=0; i= startwall) && (theline <= endwall)) { sectnum = i; break; } } return sectnum; } void DoWallBreakMatch(short match) { short i,sectnum; int x,y,z; WALLp wp; short wall_ang; for (i=0; i<=numwalls; i++) { if (wall[i].hitag == match) { WallBreakPosition(i, §num, &x, &y, &z, &wall_ang); //short nw = wall[i].point2; //wall_ang = NORM_ANGLE(getangle(wall[nw].x - wall[i].x, wall[nw].y - wall[i].y)+512); wp = &wall[i]; wp->hitag = 0; // Reset the hitag AutoBreakWall(wp, x, y, z, wall_ang, 0); } } } static void DoWallBreakSpriteMatch(short match) { short i,nexti; TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti) { SPRITEp sp = &sprite[i]; if (sp->hitag == match) { KillSprite(i); } } } END_SW_NS